The lack of eye contact in video conference degrades the user experience. This problem has been known and studied for many years. There are hardware-based solutions to the eye gaze problem; however, these specialized systems are not generally accessible. This paper assumed the depth of the scene taken from the monocular camera is normal distributed on the XY plane on the real world, the plane parallel to the view plane. The three dimensional normal curve is initially estimated from the face model of the user. By performing rotation operation on the normal curve, the orientation of the face is rectified. The approach suggested in this paper is fast and effective. It has the advantages of 3D modelling, but could save the steps on complex registration, texture mapping and rendering.
The paper details two linear-time algorithms, one for the partition of the boundary line of a digital region into digital straight segments, and one for calculating the minimum length polygon within an open boundary of a digital region. Both techniques allow the estimation of the length of digital curves or the perimeter of digital regions due to known multigrid convergence theorems. The algorithms are compared with respect to convergence speed and number of generated segments.
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